aidancode Posted June 19 Share Posted June 19 I know it's a very popular opinion that DSE should be an attempt to be a polished version of the original DS vision, rather than DST's equally valid but certainly different take. Making traps better would be a huge positive for this, since melee combat just is so much more viable than traps, ranged weapons, just general trickery. I appreciate characters like Wurt and Webber as an attempt to make other forms of combat better. For Webber, it worked okay, but for Wurt, the game just plays itself at a certain point. There's a balance to be struck, and a much more in depth combat system could be cool. Perhaps with a focus on stealth and luring enemies around? Just an idea. It is really hard to make traps effective and fun, so it's fine if this doesn't end up happening. 2 Link to comment https://forums.kleientertainment.com/forums/topic/172246-traps-should-be-substantially-stronger-in-dse/ Share on other sites More sharing options...
Harrowick Posted June 19 Share Posted June 19 I love the "resourceful" approach that traps could provide, with DS(T)'s hound traps it felt really satisfying to have this self feeding cycle of hounds --> teeth --> more traps! I'd love to see more traps implemented in Elsewhere! A small collection of traps with varying degrees of effectiveness could be cool to see, like a basic twig trap with 2 uses made of sharpened sticks and ropes with a little grass trigger plate or even a basic barricade made of sharpened logs you could apply to walls that hurts anything that attacks it! Link to comment https://forums.kleientertainment.com/forums/topic/172246-traps-should-be-substantially-stronger-in-dse/#findComment-1872321 Share on other sites More sharing options...
Mike23Ua Posted June 19 Share Posted June 19 (edited) I agree with more player made traps, but I would also like to see more environmental or enemy traps! Solo DS and it’s DLCs had plenty of traps, and when I clicked onto this post I was expecting to be talking about traps in general, not just the ones the player can create… I miss the days where stepping onto a pressure plate while exploring a hamlet temple shot arrow traps out the wall at you. If your going to give the game more types of traps for the player to use, the game as a whole should in general just have more of them too. Player Skills & Kit< Craftable Item <Environmental World Hazard<Mob Give MacTusk the intelligence to become an actual “Hunter” laying his own field of toothtraps for you to chase him through. That sort of thing. I also feel like it’s important to point out that Player Made & Environmental Traps go hand in hand with one another… for example: If stepping on a pressure plate always sends an arrow out of the wall, sure it might hit you a few times, but you can also kite mobs into the path of the arrow then step on the pressure plate. Again, These things go hand in hand… (and because I do not wish for further off topic warnings I heavily felt I should clarify that further.) Edited June 19 by Mike23Ua Link to comment https://forums.kleientertainment.com/forums/topic/172246-traps-should-be-substantially-stronger-in-dse/#findComment-1872354 Share on other sites More sharing options...
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